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Sith_Winchester

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A member registered Oct 09, 2022 · View creator page →

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Thanks for playing, A.V! My writing is definitely the biggest strong suits for all of my games. I took a look at Deus Ex and Fallout for how they presented lore, because I didn't just want big blocks of texts from books. And since both games use a lot of tablets and computers for how they give lore, I wanted to give that a try and see how I liked it. 

I feel like atmospheric horror is the best type of horror I can do, because it's the type of horror that scares me the most. None of the games I drew inspiration from are horror games, but what makes them unsettling is some of the settings you get into: Fallout is dystopian all around even though it isn't a horror game, and I drew from that a LOT for the Understreets. 

I'll admit, gameplay mechanics might never be my best strength until I get better at coding. I WANTED to put in a hacking minigame, but I have no idea where to even begin with something like that. So, even though the game is basically just an RPG, I decided to let the story shine and not worry too much about the mechanics, especially since it's for a game jam. But I know gameplay is something I need to get better at making, just to keep things interesting.

Again, thanks so much for playing. I'm really glad you liked the game, and it means a lot that you gave me some feedback.

Thank you so much for playing! I'm really glad you enjoyed it so much. I wasn't really sure where the concept for the game would go at first; the very first idea was for it to be a collectathon game where you find more and more unusual items as you go on, but I decided that it needed more than that if I wanted to make a good story. I'm glad you love the battlers. I loved making them! I'm not a pixel artist, but I definitely want to contribute something to make my games stand out so it's not just a mash of rtp and edits. My battlers are how I'm doing it. 

I'm glad you found everything. I really decided to see how much I could throw into this game, especially since one of the challenges I chose was Infinity. I almost made the garbage piles endlessly lootable, but that would've made the game too easy and I wanted some challenge to it. I'm also really happy with how the story came out. Bobert was originally supposed to be silent, but after a few lines, I really loved how his personality was coming out and I thought he'd be the most interesting hero I could make. Near the end, I wasn't sure how well he'd be liked because he wasn't afraid of what he was facing until he started seeing how it'd affect his entire world. I also wanted the incinerator to be important because Bobert's the central character. Recycling and garbage collecting were a must for him!

This was my absolute favorite game in the jam, and I truly hope it does really well. First off, sadly, I only got to about Wednesday before I stopped playing the first time, but I fully intend to go back and play the rest. I love how every character has their own personality, and I really love seeing them change with every day. The writing and portraits are both insanely creepy, and the fact that it's hidden (somewhat) underneath a cute and simple veneer makes it even more horrific the more you play the game. 

I like how the mechanics are simple, but the amount of options are large enough that one really needs to pay attention. I'm really glad you added a cheese list; I know my way around cheeses but I've never heard of casu marzu before, and I've only seen Fontina once. Having that made things a lot easier. I was a little put-off by some of the sauces (mainly because everyone kept ordering smelly sauce) but I got why you did it. Sauces make and break a pizza!

I loved how the story is introduced in tidbits. That's why I'm going to finish it up when I get some more time to. The only complaint I have is how long the game is. This is absolutely ironic since I also make long games. I don't have any problem with the repetitive nature of it and I don't have anything negative to say anywhere, I mostly just want it to be judged well. Maybe you could randomize when customers visit to keep us on our toes? 

In any case, you did an amazing job with it, and I truly enjoyed this game. I purposely saved it for last because I knew I'd love it. Keep up the good work.

Okay, I loved this. Steel did an amazing job with the voice acting, and I loved that it was essentially a fighting game with slight survival horror elements in it. That being said, however, it is incredibly difficult to play on keyboard and mouse. I had a really hard time with the inverted camera for the up and down movement, which made it difficult to move until I switched over to an xbox controller. I also had more difficulty timing the battle commands with a keyboard/mouse. Everything was off by just a second.

Once I switched over, though, the controls worked perfectly. I felt like the battle movement was really smooth. I did keep running into a bug where the game would freeze with one particular zombie, so I ended up just trying to avoid fighting him. I think he's in the second room you can access after going into the main 'open' room. I actually think it's the same zombie Hawk kept getting stuck on.

I agree with FlamingTeddy that there should be a small indicator of which button allows you to interact with objects, at least with the keyboard. I found it quickly enough, but it might confuse players to know that there's a glowing object but not necessarily know how to interact with it. Especially nowadays when the usual interact key tends to be E or Space. Definitely not a fault with the game, but I just know from the games I've played during the last few years that it's normally one of those two keys and that was where MY mind went before I tried clicking on the first med kit. 

Overall, this was a treat to play and I'm keeping it because it just made me laugh so much. I really loved the portrayal of the main character. He just set the tone perfectly for the entire game.

This had a decent start, and the riddles weren't too challenging. But by Day 3, it became almost unplayable for me because the attacks were too frequent and there was no prompt or explanation on how to get rid of the "ghosts" other than to "hit them on the head." I couldn't figure out how to get rid of them; clicking the screen did nothing, and neither did pressing any buttons. I eventually gave up after several tries. I don't think having something attack you as you're trying to answer riddles is a good idea. I honestly feel like it's just unnecessary frustration, especially if a player can't figure out what they're supposed to do to end it. I think it would have been better if the player was attacked every time they answered incorrectly, as being able to answer infinitely took any tension out of the riddle.

That being said, I liked the aesthetics of the game. I just wish there was a little more to it than just walking across a bridge.

It was only blank. So it looks like there SHOULD be something, but it'd be like if the picture you wanted to show was just a white rectangle.

I did see the [EMOTION EXTERNALIZED] when I set the PCI/PPE to H, but the only thing that happened was an anomaly showing up (which looked humanoid but I think it gave me a game over, or at least sent me back to the last checkpoint when I tried to go toward it). As for the note, I could try replaying it again and seeing if it works this time, and I could send a screenshot if it happens again. I didn't think it should've been blank, but even restarting didn't fix it. So, I'm not sure what caused it. Could it be because I didn't have the CSRI needed to technically activate the puzzle? All I can tell you is that I found the pillars because I turned on the overlay while trying to look in every direction to find SOMETHING that might lead me somewhere. It wasn't hidden, though it took me a little while to get to it.

Okay, so for a short demo, this visually gave me a good idea of what to expect. I really love the chibi character designs, and I like that Ouiki has such an established personality already in the few short minutes we get with this. I can definitely see the potential in this game, and I hope you keep going with it. I do wish you had time to finish enemy AI, but I do like seeing my teammates shooting them (or where I assume they think the shadows are) as I go about collecting food. I can see how much work was already put into this, so don't get discouraged. It's got great bones so far.

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This was hilarious, and I really liked how this felt both goofy and creepy at the same time. I'm not sure what the shadow running across the halls was supposed to be but my first guess was 'alien dinosaur,' and that just cracked me up. The voice acting felt a tiny bit jarring, but I felt like that might be intentional so that the guiding voice could be heard over the ambient sounds. Overall, this was a simple but fun little game to play. I really liked the end scene, because that gave me a scare more than the actual monster did. Good job.

Oh, I did find a small glitch. In the Engineering Bay, I tried to hop onto the crates because I wasn't sure if any of the anomalies followed me, and I ended up being able to climb over the room and getting into some kind of void where I could see the entire layout of the map. It was kind of funny and reminded me of what happens if the player falls into the void in an Elder Scrolls game, but I think that might need to be patched up. :)

I... don't think I understand what I'm supposed to be doing in this game. I found the area with all of the pillars and I know we're meant to play with the emotional matrix to either move them or make them passable, but the only combination I can get to work is by setting both PCI and PPE to H, which tends to make an anomaly appear. But I have absolutely no idea what to do beyond that. Every other combination requires CSRI to function, and I can't figure out how to raise that above 0%. I've tried exploring around and even interacting with the anomaly to see if that would raise anything, and looking at the note provided near the lamp only produces an empty picture. I'm absolutely stumped by this one. Am I missing something that might explain what it is I need to do?

Okay, so I really like the atmosphere of this game. You hit the ambience perfectly with this. I think if there was more of a narrative to go along with it, this would be nearly perfect. However, I think the maze area needs something to help players navigate, or at least something to break up the monotony so it doesn't feel so aimless. I also am not sure if it's a bug or not, but the second key in the maze kept spawning over a giant pit that I couldn't reach and no other ones would appear anywhere else. I'm not sure HOW to get it, since there's no jumping and falling into the pit only resets the day (but not where the key spawns). I've probably spent half an hour in the maze searching for any other keys, which is why I'm wondering if it's a bug. If not, I will definitely give it another go because I want to know how this game is supposed to end. 

In any case, this has really good bones. It really made me miss a lot of the psx horror games I used to play.

I have to say that playing this entry wasn't fun. I thought the story was good, and the setting is interesting. I think that, just like with Hunted, this one hits the marks with the creature designs. But the biggest problems I've faced is in the actual combat. It isn't fun. It isn't fun AT ALL. I have no idea how to legitimately beat even the weaker enemies because they constantly heal to 100% every turn, so the only way I've been able to win is to wait until their stamina (or whatever the blue bar is) to get to 0, and then they're defeated automatically. That doesn't feel fair, since that means EVERY battle will take at least 5 turns before you get an auto-win for it. If there's some special way to do enough damage to prevent enemies from healing, it needs to be explained. Or enemies need to not keep healing, because that just frustrates a player and makes them feel like battles mean nothing. 

On top of that, the fact that attacks can FAIL and that bosses can wander makes this almost unplayable to me. Combat already feels futile enough, so having to fail attacks continuously on bosses while having no other option made me wonder what the point even was. I actually ended up rage-quitting because the three bosses I found, I had to surrender to because I kept failing to hit them. I feel like there should be a strategy, and maybe I just missed some items or something, but the wandering bosses are unforgiving to the player in a way that makes me not want to play. Especially since I felt like it was just a prolonged game over when I did find them. 

I also had a problem with how the text was displayed, because the game would scroll down and it would simply look like the game had frozen rather than the text scrolling slowly along the top. Visually, it looked good. But in terms of reading it, I eventually stopped interacting with things because I didn't want to deal with how the game kept scrolling and how slow the text was. And if I tried to press anything to make it scroll faster, it skipped the entire block of text so I couldn't read it. I think if combat were faster and more forgiving, I'd be a little less miffed about this. But the entire game just feels like a crawl that doesn't necessarily respect the player's time. 

That all being said, I like the sci-fi atmosphere a LOT. I think it really works with the horror genre. But I think a lot of things need tweaking so that the player doesn't get so frustrated that they pass this up.

This made me laugh so damn hard. I absolutely loved this and it's the kind of stress-relief we need right now. I thought everything was on-point in this game. The controls were smooth and even when there were a TON of enemies on screen, the game didn't lag at all. I did find that holding down space let me fire continuously; not sure if that was intentional, but it made the game even EASIER and took it from a 12 to about 10000 on the chaos scale once the enemies started coming in waves. Very well done.

Okay, I liked this a lot. I feel like it had the perfect balance of calm and horror at the same time. Unfortunately, I couldn't find the key to unlock the gate (I think I spent 20 minutes in the maze on my first try and nearly forty on my second), so I'm not sure what is beyond that. I also am not sure if it's a bug, but I was surprised that the lantern never appears to actually run out. It gets weak but never fully goes dark. I also found a bug where the ghost cornered me in the beginning area (I had backtracked), and upon respawning, she was right in front of me again and I kept getting Game Overs until I exited and reloaded the game. Overall, I think the atmosphere was perfect. But I agree with Ascents, I feel like the ghost should be more aggressive when you DO find her. I found her quite a few times in the maze, but she only ever actually came after me when I caught her in the beginning area. I actually thought you were supposed to follow her after a while because she wasn't responding to me in any way, even when my lantern was at red. Oops!

Okay, so the ambience of the game was really good. I liked how creepy and empty the house felt. But I feel like the game is WAY too dark. Even with my brightness turned to max, I had a very difficult time seeing anything. I also could not find either the packing tape OR the screwdriver (I MIGHT have found the screwdriver but by that point I was mass-clicking and am not sure if I actually hit something or not; there was a flicker of movement behind a stack of books but I'm not sure what it was), and wished the game would tell you if you had found an item or not. No matter where I looked, there was no tape, and I searched the house thoroughly. I did find an invisible wall right in the middle of the living room, and I'm wondering if the room beyond the fireplace was where I was meant to go, except that the wall blocked it off. Overall, I think the visuals need work. You need to either give the player a brightness option or you need to make interactable items stand out. In a game where it's nearly always too dark to see (even with the phone light), having to find items while a timer is going on is frustrating. I also ran into a bug on my third try where the phone's light actually never turned on, which made it WAY harder.

I have to say that I genuinely loved this game. I really liked the relationship between the characters and the victims. However, my concern is that this game might not have enough guidance for a new player, or that the mansion is a bit too sprawling to know where you need to go after a while. I always had SOME idea of where to go, but there were times where I'd go there only to be instantly killed by whatever was waiting because I either didn't have the right item (or didn't USE the right item) or the event made a beeline for me before I knew it was coming. I actually spent a good ten minutes looking around for things to do because one event bumrushed me twice and I thought maybe I was missing an item or a switch I hadn't gotten; turns out, I was supposed to run ahead but her movement speed was faster than my own and her movement AI was INCREDIBLE those first two times. The third time, she actually froze and didn't move. That's definitely not on you, but I'm concerned that particular event could really frustrate a player if they get unlucky with it like I did.

I liked how battles were challenging but not overly insane, I think you balanced THOSE out perfectly. I think my biggest vexing point were all of the instant deaths. It was funny for a few times, but after death 8, I started to get annoyed. I think I was axed four times out of my 14 deaths because I forgot you could walk over a corpse, and I kept doing it like a doofus. I'm not sure if you should necessarily change them, but I think warnings for some of them might keep a player from getting too frustrated with them. I actually thought one of them was supposed to be a hidden item behind a wardrobe, so I was definitely not thrilled when I got a game over from it. That aside, though, this was one of the most enjoyable games I've played so far. You did a great job, and I really don't think you need to worry about the game being too short.

Thank you for playing! Yeah, I'll fully admit that the ending area was rushed because I needed time to playtest and to get my playtesters. It was actually supposed to be a little bit bigger and more confusing, but I had to start simplifying stuff because I was seriously getting burnt out by that point. I thought I got everything that showed pictures but I'll definitely need to double-check; I ran into some of them myself but strangely, none of my playtesters said anything, so I assumed I got 'em when they came back to me. I might even know which items you might be talking about too. Sorry about the noise, as well; I'm never sure what's long enough with MV in particular since it goes by frames (where XP does seconds, which is so much easier to figure out), but I can easily elongate those noises. I definitely do NOT want people to get annoyed with the noise.

Believe it or not, RE wasn't one of the inspirations I drew from! I tried to lean toward Fallout/Deus Ex/Morrowind, but I'm not shocked if RE leaked its way in there. I love the series, especially RE4. I thought the pets would be a great edition, too. Sadly, their special dungeons/field skills had to be cut because I just didn't have time to make more maps or do more things. I'm thinking I have to do a post-jam update. Also, I actually tend to reference a couple of my games with every entry. J'nn'f'r will probably be a keeper, and I ALWAYS throw Tymvaul from Rafflesia in there.

I'm sorry, but I don't think there's any way to give this demo a fair rating. The graphics look really good and I like the smoky atmosphere, but that is the ONLY highlight I can give this right now. There is literally nothing to do but move forward; there's no interaction even though it looks like I should be able hit the switches to the doors. There's also no sound whatsoever, and nothing I press appears to do anything. I tried going through the demo three times just to see if I missed anything, but nothing happens no matter what I do. There are no jumpscares or screen shaking. I really am not sure what the point of the demo is since it's not showing much of anything. Please let me know if I'm missing something.

Quiz, I tried really hard to save this one for last but my curiosity got the better of me. This was really, really good. I honestly felt spooked the entire time I played it, even knowing there likely wasn't any actual danger as I bumbled through the game. The ambient noises were perfect. The only problem I had were with some of the puzzle clues; I wanted to try the game without the manual but ended up needing it for one very specific item I couldn't figure out how to use. Ended up that one item isn't able to be picked up until I actually read the associated clue, which was what threw me off. But other than that, I had a smooth time. Very well done! I'd be surprised if this wasn't a top contender.

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I'm going to be honest, I'm not sure if I liked this or not. The writing was really good and it drew me in... and then the ending happened, and the ending severely pissed me off. I won't spoil anything, but I WILL say that it takes a lot for something to really make me seethe, so that's actually a testament to the writing that's gone into this game. I also am not sure I understand what the point of the questions in-battle were, since they didn't seem to affect anything going on. I'm not sure if it's flavor text or not. I also encountered a problem with the enemies constantly moving, where enemies would fly through chests as I opened them and I often had no idea what it was I got. Enemies would also swarm me and I'd sometimes have strings of 4 battles in a row with no chance to heal. That's not a glaring problem but I'd recommend making it so enemies stop moving when you interact with anything. I don't know if treasure is RNG-based, but another player could find themselves in a really bad spot if they get swarmed like I did because the enemy sprites seem to constantly move, even in battle or during an interaction. That being said, this was a VERY solid entry, and I loved both the writing (except for the ending) and artwork for it. You did a very good job with that.

For a demo, this provided enough gameplay to let me see what this game's going to be about. I like that the battle mechanics are simple and standard, but I really wish there had been more of a story about what's actually going on in-game. All we're given is one or two text boxes about what we're doing, but no context as to why the character is where they are. I think that if the notes on the desks could be read or if there was any lore to pick up, that would bring this game up a notch or two. As it stands, it's a pretty typical RPGMaker game. That's NOT a bad thing, but there's nothing there yet to make it truly shine. However, that also means that this game has a lot of potential to it. I just think it really needs to be expanded upon, especially in terms of WHY we're there.

Okay, for how quickly you slammed this in, this was amazingly cute. I actually laughed at some of the food choices, and played it three times. One was a "good" run where I tried to feed it stuff I'd feed my own pet. Then I did the "worst choices I can make EVER" run, which was even more hilarious at the end. Unfortunately, the only thing it lacked was horror. I was so enamored of how cute it was that I didn't feel particularly scared by any ending I got. And even though the game is short and offers a lot of replayability, I felt like the novelty wears off quickly because our choices only affect the ending; it doesn't affect where we'd decide to go with our pets. I think if our choices made it possible to go to different places or even affect food choices in the next area, that would offer a TON of interesting ideas if you decide to expand on this. But I also understand that this was purposely made to be a short game.

Oh, I understand running out of time. I had to cut my own sanity system in my game last year because I couldn't implement it properly before I ran out of time. As for endings, I kept pressing the accept button, not realizing that the last text box skipped itself automatically. I didn't actually SEE the names of the endings, but I remember one of them, I managed to find my partner but we both died anyway. I think I purposely did something stupid (I think I tried to free him?) to see what would happen. I also purposely gave up my handgun and lighter in that run, deciding that nothing could possibly go wrong with those choices. :)

I really liked playing this. The writing was superb, and it really did read very much like one of Lovecraft's stories. However, I wish some of our choices had a more of a risk to them; I feel like every time we got a choice 'wrong,' the game would make the correct choice for us instead of giving us any consequences for it. So, while the story was great, I didn't feel like I was ever really at risk. Maybe it's because it's a kinetic novel. Also, I'm not sure how this game has sanity management; since there's no menu and none of the choices I was given seemed to affect the character, I'm not quite sure what was meant with 'sanity management' being one of the challenges. What I'll say is that the sound design was fantastic. Even though the game is minimalist, when there WAS sound, it was absolutely jarring. That actually scared me more than some of the endings did. Good job, and keep at it.

Oh my god, this was such a cute game! I started with this one because I had a feeling it'd be a wholesome little thing. What I loved about it was that even though there was no dialogue, you still told a story nearly perfectly just with pictures and the little sticky-notes. And I thought the artwork fit the type of game it was perfectly. You did a really good job! The only thing I had trouble with was the mouse UI; sometimes the character would go right in front of the object and it wouldn't be selected, so I ended up going to just keyboard in the end. But other than that little hiccup, this was an incredibly good start and I'm very glad this was my first game.

I really liked this game and I loved the puzzle elements in it. I also loved that the place truly felt both completely abandoned yet slightly haunted at the same time. I almost expected something to jump out at me once I finished the pictures puzzle. I think the only thing I can say was that while the atmosphere and writing were both top-notch, I think I expected more spooks than I got. I DO know that making it SEEM like there's danger while there's no true danger is one way to portray horror, but I'm not sure if that was intentional or if I just got extremely (un)lucky. Still, this was really solid and you did a great job. Honestly, it reminded me a little bit like a high-definition version of 7th Guest or 11th Hour. The settings weren't the same, but the puzzle aspects made me remember both of those games very fondly. Thank you. :)

Okay, this one was absolutely amazing and you did such a good job. If I could, I'd give you more stars. I have nothing to say except that I truly hope you win with this entry, because it's clear from the effort you put into character and level design that you really do deserve that. Good job, Glitched. I found this to be an amazing gem.

I really liked this one and I found it to be refreshing both in its simplicity and its aesthetics. I loved how we eventually switched characters, because finally, FINALLY I COULD FIGHT BACK! I don't really think there's anything negative about this game, except that I feel bad for the MC. He was the hero we all need and deserve. Good job.

I was really impressed with the opening cinematic. But the combat is what eventually did me in. I felt like the arenas were too big for some of the fights, and I almost stopped because of my difficulty with Helena. Sometimes I'd do very well and she'd get me at the very end, and sometimes my shots would miss even though it looked like I'd hit her. I did eventually beat her, but even then I had a little trouble understanding what was going on. I also ran into a bug where some of the enemies would be stuck on the terrain and would still run at me, but couldn't reach me in any way. All in all, I think it just needs a little bit of polish. 

First of all, I loved the documents and notes that you can find, and I like how they were presented in-game. However, the dialogue for the NPCs needs to be cleaned up and there needs to be more clarity on what the player can do, or more limits on what a character can ask about. I was incredibly confused because I could ask about topics that I seemingly had no knowledge of and more than once, that led me into a fight I wasn't prepared for (Sister Calista is the biggest culprit for this). I also would have liked an introduction cutscene instead of just starting in the town with no idea what I should do other than just "ask around for help," because there is nothing asking me WHY I should care about the Daminik Family. And for such a story-heavy game, we need that question to keep us interested in what's happening, and we also need it to be answered. I got through the game, but that WHY was never actually answered for me. Why ARE we in Tidecrest in the first place, and how does the Daminik family even affect us as a player? How does the priestess at the end even play into the story? I felt like there could have been very good foreshadowing done for her, but she kind of just... shows up, and her part feels almost too abrupt for me. For a first game, this has serious potential. I just think you need to go back and either pare down what you can ask NPCs, or make it so that finding lore opens up potential new topics to ask the townsfolk.

I liked the little bit of story that there was and I loved how you slipped in some of the quotes during it. However, I think the game itself is a little too buggy, and even after a few tries, I couldn't pick any of the flowers needed to continue, even after getting the hints from the grave keeper. Combat was also extremely sluggish, and I'm not sure if my attacks actually hit their mark or not. I couldn't attack the townspeople, and I also didn't seem to be able to hit anything else. The bones are there, but the game needs to be worked a little bit more.

This has the potential to be a fun game, but the problem is that it takes far too long to build up to anything. This is fine for the first few sections of the corridor, but after a while it just gets a bit too repetitive to remain fun and the tension starts to disperse once the instructions start to repeat themselves. I think if you added a bit more obstacles to the corridor, even something like a flickering light or a sudden blackout (where all you have to guide you now is noise), that would add something to help keep a player's interest.

For a jam game, this is absolutely amazing and I'd be surprised if it wasn't in the top five of the games submitted here. The biggest complaint for me is that the hunger system doesn't appear to work; eventually I stopped trying to eat because it didn't seem to do anything. I loved the concept of item durability and enemy positioning, and honestly this game's combat system reminded me both of Morrowind (whose combat was also dealt with dice rolls and also had weapon durability) and Mother 0 (enemy positioning). But I'm just not sure what the latter concept actually did; I would've expected enemies would do a lot more damage as they come closer, but that wasn't actually the case. Unfortunately, I haven't finished it yet; I got to the hour mark and decided that I'd seen enough to leave a review, and I almost don't want to finish because I know you plan on an even bigger full release. 

Also, I'm with KV on the crafting part. I hope the release will include a recipe book or a journal to help the player keep track of not only the items they want to craft/cook, but what those items will do. Molotovs are pretty self-explanatory, but for the food in particular, it'd be interesting if certain foods buff you while others don't (or god forbid you fail to make something and get poisoned from it). All in all, I enjoyed this. I definitely want to see what the full version will have in it.

I'm going to be honest. I liked some of the writing, but a lot of things about this game felt a little... unfinished. The characters were tropey, but they felt almost a little TOO flat and a lot of them actually turned me off of what was going on in the story. I also wasn't sure about some of the pacing; it took way too long to build up to anything, and then all of the sudden there was a ton of stuff happening at once. Couple that with the game's final ending, and it just made for a very oddly-paced story that felt like there was no true conclusion. With that being said, I really liked the artwork for the game and I loved the sound choices that had been made. I also liked the choice of making a taco seller the protagonist. All in all, it's a pretty decent game and one of the few VNs I've played that I liked. I just feel like some of the pacing needs to be tightened up a little bit.

Okay, this was a cute little story. I just wish there was a little more to it. I loved the interactions between the characters, and the twist at the end when you meet the last guy was really well-done. With that being said, I really think this game could lend itself well to multiple endings, and that would give it a LOT more replayability. I was hoping we had the option to run away from the grotto (I kept trying!), and I also was hoping we'd actually see the performance or even have a hand in it. There are so many directions that this game could go, and I encourage you to experiment with it a little bit. What you have so far is good. I just want to see it go a little bit further, and I wished there was more to interact with. Doku seems like such an interesting world, but we barely get to explore it before the end.

This was amusing, but the writing really needs to be tightened up. I also wouldn't consider this a horror game, though the insane twists it takes are definitely... something. I felt they were a bit too abrupt, and I think a little bit of a buildup to that kind of thing would help improve the story. Overall, it was a funny attempt but I'm really not sure if this fits the themes presented on the jam page. I think the coffee cups could have been scary, but any horror was taken out as soon as the dancing segment came into play.

Okay, the first problem I had is that there is no way to change the screen resolution at all; this meant that everything was zoomed in WAY too much and I had very little room to move before I got swarmed. I basically stopped after two tries because the extra-zoomed in resolution made this nearly unplayable for me. I would definitely add that as an option, because I would have enjoyed this more if I could get it to fit my screen properly. And if this is already an option, I would SEVERELY suggest lowering the resolution requirements on your end, because the only options that fit on my screen for the main menu were "normal" and "credits." I also think an introduction of some kind would go a long way, as well. I also agree with Hawk that there needs to be something that keeps a player wanting to play this, because there was no real reason for me to keep playing after a few tries.

Oh no!! I think you found the same one Hawk found and I've already fixed it up. I'm glad you liked my game! I was definitely going for a story-book kind of look for the game, especially once I figured out who my protagonist was. I'm glad you liked the hidden item and ghost-busting  mechanics; those are going to be put more into play in the post-jam update! Thank you for playing and I'm happy you had so much fun with it.

This was amazingly solid, and I loved how you turned RPG Maker into a dungeon-crawler. The writing was really well-put together, and I don't think there was a single character I disliked. My only issue was with some of the monsters. Most of them were fine, but some of the ones in the later areas are a bit much for me design-wise. I definitely knew what you were going for, but... it definitely upped the creep factor. Overall, good job. I can't wait to see what you come up with next.

This was a really good game. I loved how well the atmosphere and sound fit together, and I always felt on-edge and waiting for the next anomaly/dream sequence to show up. I don't even think I have anything to critique on; you did a fantastic job. Thank you for making this.